Also, it seems that the new [dict] structure has gone unheralded, yet has single-handedly changed my life!
Quick question... I just opened a Max5 patcher that contains a poly~ that has a vs attribute of 1 to do some tapin~ & tapout~ stuff. It hitting a whole new CPU high with the 64 bit processing. Are there any recommendations regarding how to make the switch? I guess I'm asking if I just have to port my existing patch to gen~ to be efficient in Max6?
We are currently in the process of doing some optimization of Max 6. If there are particular patchers that you can provide us to clearly demonstrate performance differences between Max 5 and Max 6 we'd love to take a look at them.
64-bit vs 32-bit numbers followup:
the number~ object seems to be 64-bit, its outputs read "double" -- is there a non-audio object for double-precision floats? in the documentation I still see "float" input but not "double".
@hans Yes, Max 6 can read Max 5 patches. and Max 5 can read Max 6 patches, as the format hasn't changed. However, any new objects/features will not be preserved when opening and saving Max 6 patches in Max 5.
@000masa000 There will be no 64bit atom type (for Max int/float) until we make the change to 64 bit binary application. Changing MSP to support this was much simpler to change than to do this for arbitrary atom lists and all the third party objects which rely on this.
great new 3D tools... thanks for that. I was waiting for this release.
But if I have to be critical, I have to admit I'm still messed up with the new object palette.
Previous palette was more efficient to me.
The palette is now bigger, and dragging objects to the patch is not really user friendly to me...
It is all the more the case since the patch is big. double clicking at the exact place I wanted my object to be inserted was perfect. But I may be the only one to feel it this way?
Quick question about [gen~] - is the attached effectively sample-accurate, or does it still involve a single sample's worth of delay? (It's for a pattern step counter whose length can be adjusted on the fly... I usually use a homebrew external counter for this.)
@christripledot -- below is a patcher that I believe will make you very happy. Turn on the audio and then take a look at the two capture~ objects. You should see the first sample for the input trigger is a "1" and in the other capture~ you will see that the output is stepped-up immediately.
I very much agree about the object explorer. It's an inefficient use of space to have it on screen all the time, and I also have to scroll the view to get access to objects that in the old object palette were visible immediately.
How exactly do Max5 and Max6 co-exist? I noted that once I installed Max6, all my patchers' icons changed to the Max6 picture.
What does one do to switch between one and the other (needed until I'm sure everything I've done is compatible)? Is it sufficient to just use Get Info on a single patcher and change the file association?
And as we speak of reading, the question asked was not to know if wether or not, the beta overwrites the previous installation but if the files made in Max5 could be, in the worst case, be read again, by default, within Max5 (and in my case M4L)
So far, I've not heard from someone who has done the "return trip" with success…
Well, in my live setup, I have various top level patches, each one representing a song. Normally, I cause those top level patches to be opened remotely from my iPad via the pcontrol. However, every now and again, it's very convenient (sometimes a lifesaver if the network between my iPad and laptop fails) to simply double-click on a song patch to open it.
So until I have an opportunity to confirm that my current collection of patches works perfectly with Max6, of course it's a deal breaker for anyone who depends on the product for day to day work.
Also, it is almost certainly an OS issue and is probably fixable through means other than temporarily deleting Max 6.
I don't know what you are saying Piet. I thought Max 5 was a step backward in making new objects. Max 6 is definitely an improvement. The previous Object Palette made you double click in the Patcher window and then choose from it's narrow contents inside the HUD. Now we can access every object directly from the Object Explorer and can choose from whatever look to the Explorer we want. I like the list view most, more information is better.
I was always frustrated in Max 5 that I couldn't make a new object similar to Max 4, where I could drop a blank object and type the contents with the click of a mouse. Now we can do this same thing in Max 6, making the addition of new objects to the patcher window much faster. Just open the patcher Sidebar and while in the Object Explorer, click the cogwheel at the bottom and Choose Create Object Box Before Showing Explorer. Now you can click anywhere in a patcher window and a blank object box appears, type in the name of the object and Max 6 will autocomplete, you can even go one step further and begin adding attributes. This is a way faster method than in previous versions.
Good work everyone at Cycling '74! I'm going through old patches and finding a lot of Max 5 patches that use Open GL objects aren't working now, but to be expected given the overhaul of Jitter. I'll always keep the last version around, knowing from experience in new releases.
"I was always frustrated in Max 5 that I couldn't make a new object similar to Max 4, where I could drop a blank object and type the contents with the click of a mouse."
Eh? Wha? Um, the best thing about Max 5 by six million miles is the ability to press 'n' to create a blank object right where your mouse pointer is and immediately type the contents, without the click of a mouse.
Max 6 is actually slower in this regard, because although it "autosuggests" the object you've started typing, it doesn't autocomplete like Max 5 does (unless I'm missing an option somewhere).
I think the difference between the new and old autocompletion is that in the old system, when you pressed enter the current completion guess would be filled in to the object box. In the new system if you press enter without pressing the down arrow to select an object then the box remains uncompleted.
I haven't tried 6 yet, but I think the current way of pressing enter once for autocompletion is the way to go. Why the extra down arrow press. Down arrow makes you move your hand from the familiar keys. Maybe not good on something that is done often. Building in Max is light years speedier than any other option, keep that trend IMO.
Just downloaded the beta: FANTASTIC!!!!! Can't wait until it is stable.
One Question: is the new patcher mixer accessible from somewhere else than the gui?
I was searching the the documentation and could find anything. the places I'd expect it would be either an object an object such as [mixer~] [patchermixer~],
or a message to msp maybe.
it would be nice to be able to use multi-touch to scroll in windows that have disabled scrollbars. otherwise i have to add margins to a lot of my patches cos theyre either 'on' or they pop up when i go near a button thats near the edge
I really like the ability to mix different patches. Is there a way to automate or control the faders for various patch windows? This would be incredible. I would also like to see a pan for each patch too! :)
However, I am already getting nightmares about how to migrate all those externals I've downloaded the last few years to Max 6. They are scattered all over the place. What are people's best advice on how to migrate? And where do you people keep your 3rd party externals? They can't all be placed in a separate folder, AFAIK.
"I am already getting nightmares about how to migrate all those externals I've downloaded the last few years to Max 6. They are scattered all over the place."
You could add the external and maxhelp extensions to Max5/Cycling '74/init/max-fileformats.txt and make a little patch with [shell] (or Win equivalent) and Alex Harker's [recursivefolder] to search for them all and move them to a new "myExternals" directory :)